Open BoR quicksheet by Fugue
Last update on 11/23/05

#comments

MODELS.txt:
ajspecial	(bi)
autoland	{int}
colourselect {bi}
nocost	{bi}
know	{name}	{path}
load	{name}	{path}

LEVELS.txt:
nosame {bi}
noslowfx	{bi}
hiscorebg	{bi}
lives {int}
credits {int}
single {bi}
set	{name}
p1life	{x}	{y}
e1life	{x}	{y}
p2life	{x}	{y}
e2life	{x}	{y}
p1icon	{x}	{y}
e1icon	{x}	{y}
p2icon	{x}	{y}
e2icon	{x}	{y}
lbarsize	{w}	{h}	{noborder}
timeloc	{x}	{y}	{w}	{h}	{no border}
ifcomplete	{bi}
custfade	{int}
musicoverlap	{bi}
z	{xmin}	{xmax}	{BGheight}
file	{path}
scene	{path}
next

LIFEBAR.txt:
blackbox	{R}	{G}	{B}
whitebox	{R}	{G}	{B}
color{#}	{R}	{G}	{B}

Entity Files:
Header Data:
name	{name}
type	{player,enemy,item,none,steamer,pshot,obstacle,text,trap,endlevel}
subtype	{arrow,noskip,weapon,biker,notgrab,touch,flydie,both}
health	{int}
speed	{int}
running	{speed}	{height}	{length}	{move}	{land}
nomove	{move}	{flip}
jumpheight	{int}
grabdistance	{int}
height	{alt}
secret	{bi}
shadow	{int}
fmap	{int}
load	{name}
knife	{name}
fireb	{name}
star	{name}
bomb	{name}			(Enemy version)
hitenemy	{bi}
playshot	{name}
weapons {name1} {name2} {name3} {name4} {name5} {original name}
weapnum	{#}
flash	{path}
bflash	{path}
nolife	{bi}
noquake	{bi}
nodrop	{bi}
makeinv	{int}
blockodds	{int}
thold	{int}
falldie	{bi}
icon	{path}
iconpain	{path}
icondie	{path}
iconget	{path}
diesound	{path}
parrow	{path}	{x}	{y}
parrow2	{path}	{x}	{y}
score	{onkill}	{multiplier}
bomb	(power)	(type)	(pause)	(length}			(Player version)
toflip	{bi}
cantgrab	{bi}
noatflash	{bi}
remove	{bi}
com	{dir1}	{dir2}	{action}	freespecial{#}
remap	{path1}	{path2}

Animation Types:
WAITING
SELECT
SPAWN
RESPAWN
IDLE
WALK
UP
DOWN
LAND
RUN
RUNATTACK
RUNJUMPATTACK
BLOCK
DODGE
GET
ATTACK1
ATTACK2
ATTACK3
ATTACKBOTH
UPPER
JUMP
JUMPATTACK
JUMPFORWARD
JUMPATTACK2
JUMPATTACK3
ATTACKUP
ATTACKDOWN
ATTACKFORWARD
ATTACKBACKWARD
FREESPECIAL{#}
SPECIAL
SPECIAL2
GRAB	
GRABATTACK
GRABATTACK2
GRABFORWARD
GRABFORWARD2
GRABUP
GRABUP2
GRABDOWN
GRABDOWN2
THROW
GRABBED
PAIN
SPAIN
BPAIN
FALL
RISE
RISEATTACK
SHOCK
BURN
DEATH

Animation Data:
loop	{bi}
hitfx	{path}
hitflash	{name}
custpshot	{name}
custknife	{name}
custstar	{name}
custfireb	{name}
custbomb	{name}
delay	{int}
offset	{x}	{y}	
bbox	{x}	{y}	{right}	{down}
frame	{path}
range	{min}	{max}
attack	{x}	{y}	{right}	{down}	{damage}	{knockdown}	{block}	{noflash}	{pausetime}
blast	{x}	{y}	{right}	{down}	{damage}	{block}	{noflash}	{pausetime}
shock	{x}	{y}	{right}	{down}	{damage}	{knockdown}	{block}	{noflash}	{pausetime}
burn	{x}	{y}	{right}	{down}	{damage}	{knockdown}	{block}	{noflash}	{pausetime}
freeze	{x}	{y}	{right}	{down}	{damage}	{time}	{block}	{noflash}	{pausetime}
steal	{x}	{y}	{right}	{down}	{damage}	{knockdown}	{block}	{noflash}	{pausetime}
move	{x}
seta	{a}
platform	{upperleft}	{lowerleft}	{upperright}	{lowerright}	{depth}	{alt}
energycost	{int}
sound	{path}
shootframe	{frame}	{a}
throwframe	{frame}	{a}
tossframe	{frame}	{a}
pshotframe	{frame}	{a}
jumpframe	{frame}	{height}

System Files:
flash.txt
data/SPRITES/font.gif
data/SPRITES/font2.gif
data/SPRITES/font3.gif
data/SPRITES/font4.gif
data/SPRITES/shadow{#}.gif
langpack.txt
data/SPRITES/arrow.gif
data/SPRITES/arrowl.gif
data/scenes/gameover.txt
data/hiscore.gif

Cutscene Files:
music	{path}	{loop}
animation	{path}	{x}	{y}
silence	{int}

Animated:
data/scenes/logo.txt
data/scenes/gameover.txt

Non-animated:
data/scenes/title.txt
data/scenes/titleb.txt

Level Files:
Level Design:
type	{type}	{special}	{ffire}
music	{path}
bossmusic	{path}
spawn1	{x}	{z}	{a}
spawn2	{x}	{z}	{a}
direction	{dir}
bgspeed	{speed}	{dir}
settime	{int}
notime	{bi}
background	{path}
water	{path}	{warp}
rock	{bi}
mirror	{bi}
panel	{norm}	{neon}	{scrn}
frontpanel	{path}
order	{panel#}{panel#}{panel#}...
hole	{xpos}	{zpos}	{upperleft}	{lowerleft}	{upperright}	{lowerright}	{depth}
wall	{xpos}	{zpos}	{upperleft}	{lowerleft}	{upperright}	{lowerright}	{depth}	{alt}
endhole	{bi}
blocked	{bi}

Level objects:
spawn	{name}
2pspawn	{bi}
alias	{name}
map	{pal}
health	{int}
health2p	{int}
dying	{remap}	{health1}	{health2}
item	{name}
itemhealth	{name}
itemmap	{name}
itemalias	{name}
2pitem	{name}
boss	{bi}
flip	{bi}
coords	{x}	{y}
at	{pos}
wait	
group	{min}	{max}

Audio:
Music Files:
PCM format, 16-bit mono at 22050 (22 Khz))
Batch Files:
wav2bor.exe	{wav}	{bor}	{artist}	{title}

Sound Files:
data/sounds/beat1.wav
data/sounds/fall.wav
data/sounds/get.wav
data/sounds/money.wav
data/sounds/jump.wav
data/sounds/indirect.wav
data/sounds/punch.wav
data/sounds/1up.wav
data/sounds/timeover.wav
data/sounds/beep.wav
data/sounds/beep2.wav
data/sounds/bike.wav
data/sounds/block.wav

Limits:
sprite frames:	4000
animations:	1000
models:	200
entities:	350
panels per level:	26 (52, but only 26 are useable)
frames per animation:	64
weapons per player:	5
remaps:		14
name length:	40
level spawns:	600
panel order length:	2000
hole spawns per level:	40
levels:	100
difficulty levels:	10
sound effects:	128
freespecials:	8

Credits:
Senile Team:	Original BoR game.
Roel:			Original BoR source code and engine, major improvements in OpenBoR code.
Al Beastie:		Major OpenBoR programming, pretty much starting OpenBoR.
Kirby2000		Major OpenBoR programming.
Lord Ball:		Major OpenBoR programming.
CGRemakes:		Major OpenBoR programming.
Tails:		Major Dark/OpenBoR programming.
drikobruschi:		Hi-score table code.
Bloodbane:		Multiple corrections in the guide.
Sega:			Original Streets of Rage design, concept, etc.
SNK:			Original BoR graphics.
Sega, Capcom, SNK, Konami, Tecmo, Treasure, Sammy,  etc.:
			For all the brawler games!
Fugue:		Original author of this manual.
The entire BoR and OpenBoR community:
			Keep making those games!

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Contact:
You can contact me by registering for free on the Senileteam forums <http://senileteam.segaforums.com/> and sending me a PM or posting a question asking for help. You can also offer assistance (hopefully monetary or with nice code) to the BoR team by going to the Senile team website and reading their rules.